I would at least make a clarification/house rule on mythic vital strike. That was the first thing I did (static damage multiplies same as vital strike multiplier, not per die) since it's not hard to read it as that. 2 handers with size increases could easily get out of hand with the latter reading.

Our DM for Kingmaker is a long time player but first time DM so we keep a pretty open dialogue about how the games going (the balance of fights, story threading, etc.) and he's managed to do some really neat things with the side quests. Wanted to see how other games had made these more than fetch quests. This can include spoilers so my example will be under a cut.

Varnhold Vanishing:

Our DM took a look at the quest involving finding the corpse of the noble who slipped and fell on the road to Varnhold, found it too boring, and turned it into a murder mystery. We trailed the group who killed him through Nivkata's crossing and back to Restov, finding the culprit to be a well known merchant who had obtained the services of a cacodaemon (CR12 3pp version). He had taken to murdering families of nobles and taking broaches and rings bearing their crests as trophies. We used the cover of our queen wanting to be fitted for a dress for the lord of Restov's wedding to secure an appointment. He tried to flee half our party following after him while the others stayed to deal with the cacodaemon (who was taken care of with a lucky dismissal). Those of use who followed went on a small teleportation chase that ended in him teleporting into a tree before being dragged before the sheriff and executed.

Given that it's a ninth level spell and requires you to be at 100 hp or less or it just fizzles, I would probably recognize more as a danger at that point. By the time you're usually facing those levels of spells ressing tends to be fairly regular. If dropped on a low level party for no reason then yes I would take issue.

I could see a more collective appreciation of Irori as opposed individuals in dwarven culture. Much like removing impurities creates greater steel, tempering out the weaknesses of their clans makes dwarves as a whole stronger.

The problem is that it's really not comparable to the elemental bonuses. Those scale up with number of attacks and crit range while in its present state this one will never grow. It's force damage is easily outclassed by magic missile and that doesn't even require the attack roll. You either need to take the full attack idea or honestly it's too weak to justify an enhancement cost.

I would honestly go for more of a custom sword akin to the swords from zelda. I see this as an augment like the flametongue getting a scorching ray attack in addition to its own stats. I really don't feel this is a standalone enchantment.

For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies.

I know there's been a million of these threads already, but what kind of creatures do you think would be a good addition to the Karzoug fight? I'm just a bit worried because he is a single creature, level 20 wizard or not.

I think a good addition would be an Animate Horde from book 6 of Council of Thieves. Increase their CR by making them huge and elite and I think they'd do great.

Other ideas? Or is the Runelord of Greed a big enough challenge as is?

Our DM had Ceoptra and his apprentice retreat to the well to reinforce him before we got there.

I'm honestly kind of confused because it it's the same level as death ward but restricts it only to daemons. Do they normally have some sort of ability that gets around death ward? Not really sure why this spell exists as it seem the same as death ward but more restrictive and adds a 50 silver cost on top. Is there something I'm missing?

So im playing a LE Wizard / Diabolist (not a diabolist yet... but heading there). Im wanting to screw with our holyer the thou paladin. My Arcane bond is currently an Amulet of Undetectable Alignment....

I am thinking Evil Twisted Wishes, by Summoning a Contract Devil or a Genie. To Pass this by on him, im thinking an Illusionary script or something on a blank Parchment to make it look like im reading a wish scroll.

Any Idea's?

Has any of this been cleared? Also a bit suspect on why the DM would allow both in the same party. I really don't see screwing with them out of the blue as a way to make the game more enjoyable for anyone. If you're wanting this for story and not just to dick with another pc talk it over with them and come up with ideas. But doing it just to screw with someone is not a good idea.

It says that all stats gain a +2 bonus to scores. It does not change the rest of the human race, just add. This can be confirmed in Hero Forge as well, as you will still have to choose to add the +2 to your stats.